Gaming Guide

Resonance: A Plague Tale Legacy — How to Farm Resonance Points Fast

What Resonance Points are, where they come from, and why 165 of the 200 must be gathered in one run.

What Resonance Points are, where they come from, and why 165 of the 200 must be gathered in one run.

Resonance Points are the skill currency in Resonance: A Plague Tale Legacy, and they behave differently from every other collectible in the game. There are 200 scattered across the 14 chapters, you need 165 of them to buy every skill, and Chapter Select will not help you make up a shortfall.

Quick answer: Fight every enemy group instead of running past it, pick up every white glimmer on the ground, and treat each checkpoint as the save point for the points you just grabbed. If you die before the next checkpoint, those pickups are gone and must be collected again.


The two sources of Resonance Points

Points come from exactly two places. The first is world pickups, marked by a small white sparkling light sitting on the ground, on ledges, in wrecked boats, and down side paths off the critical route. Each one is worth a single point, which is why the total effectively works out to 200 separate collectibles.

The second is combat. Clearing an encounter awards a point automatically, so skipping a fight you could have won is a point thrown away. Sophia is built for it — fast attacks, charged strikes, parries, dodges, shield kicks — and the game rarely punishes you for standing your ground.

Sophia swings her sword at a glowing enemy inside a dark cavern arena, health bar visible
Clearing an encounter rather than slipping past it awards a Resonance Point outright. Image: Asobo Studio

Why 165 is the number that matters

Six skill branches sit in Sophia’s menu, each holding three skills. Buying one skill raises the cost of everything still unpurchased, so the total climbs as you go. Clearing all six branches costs exactly 165 points, which leaves a 35-point cushion out of the 200 available — roughly 82.5 percent coverage required.

Branch orderCost breakdownBranch total
1st5 + 1015
2nd10 + 1020
3rd15 + 1025
4th20 + 1030
5th25 + 1035
6th30 + 1040

Buying only the first skill in a branch does not count as unlocking it. Both sub-skills underneath have to be purchased before a branch is considered complete.


The Chapter Select trap

Artefacts, Charms, and Blades all carry over through Chapter Select, so those can be mopped up after the credits without any drama. Resonance Points do not work that way. Loading an earlier chapter rolls your point total back to whatever it was the first time you played through it, and any points picked up on a replay are discarded when you return to your later progress.

Practically, this means the 165 must be accumulated across one continuous playthrough. Chapter 5 is dense with enemy encounters and gets recommended for replays, but that density only helps you while you are playing the chapter for the first time in your main run — it is not a farm you can return to later.

Note: If you realize you have missed a large number of points in the chapter you are currently in — say ten or more — restart that chapter immediately rather than pushing forward. Fixing it later is not an option.


Checkpoints, deaths, and lost pickups

The game does not write a Resonance Point to your save the moment you touch it. Progress on them is only committed when you reach the next checkpoint. Die in between, and every point collected since the last checkpoint has to be picked up all over again.

There is only one autosave slot and no manual saving, so there is no clever workaround here. The habit that costs the least time is simple — sweep a section for glimmers, clear its fight, then push to the checkpoint before doing anything risky.


Collecting efficiently on a single run

Take every fight the game offers. Encounters are guaranteed points and they cannot be recovered later, so avoiding a group of soldiers to save a minute costs you currency you may need at the end.
Sweep the edges of each area before advancing. Points sit on side paths, in shallow water, on wrecked boats, and just off the obvious route — the same optional pockets that hide Artefacts and Charms.
Push to the checkpoint once a section is clear. Reaching it locks in everything you gathered; dying before it undoes that work.
Check your running total periodically. Press the Touchpad, open Artefacts, and read the counter in the bottom-left corner. Comparing that number against your chapter progress tells you early whether you are on pace for 165.
Spend nothing until you are comfortable. Nothing forces you to buy skills as you go, and holding points removes any risk of miscounting what you have left.

How to confirm it worked

Open the skill menu with the Touchpad, then Sophia, then Skills. Owned skills are highlighted in yellow while unpurchased ones stay greyed out. When all 18 skills across the six branches are yellow, the Like a warrior trophy pops.

Difficulty settings do not interfere with any of this. The whole run can be played on Narrative with Invincible Mode enabled, which removes the death-rollback problem entirely and makes combat encounters trivial to clear for their points.


Common reasons the count falls short

  • Bypassing combat encounters, each of which is a guaranteed point.
  • Dying before a checkpoint after collecting a run of pickups.
  • Assuming Chapter Select will backfill missed points the way it does for other collectibles.
  • Reloading an earlier chapter mid-run, which resets the total to that chapter’s original figure.
  • Sticking strictly to the critical path and skipping the short optional detours.

Everything else in the game forgives a missed pickup. Resonance Points do not, and with a 35-point buffer built in, the safest approach is to fight everything, look around before you move on, and let the checkpoints do the saving.